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submitted 4 weeks ago by Coco0330@lemmygrad.ml to c/games@lemmygrad.ml
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[-] Valbrandur@lemmygrad.ml 21 points 4 weeks ago

And then Bethesda turns around to develop another totally non-political Wolfenstein sequel.

As always, 'too close to real-world politics' is just an euphemism for 'outside western liberalism's Overton window'.

[-] Alunyanners@lemmygrad.ml 2 points 4 weeks ago* (last edited 4 weeks ago)

And then Bethesda turns around to develop another totally non-political Wolfenstein sequel.

is it youngblood? or the new colossus? /genq

[-] GrainEater@lemmygrad.ml 14 points 4 weeks ago* (last edited 4 weeks ago)

oh no, I can no longer play Thatcher's Techbase using the Official™ Bethesda™ Doom port, I guess I'll have to settle for dsda-doom or prboom+ or Woof or GZDoom or Eternity or

[-] LiveLM@lemmy.zip 8 points 4 weeks ago* (last edited 4 weeks ago)

Using the shoddy official port when hordes of amazing source ports exist should be a crime

[-] Alunyanners@lemmygrad.ml 2 points 4 weeks ago* (last edited 4 weeks ago)

my thoughts exactly when i booted up classic doom on steam before uninstalling that and installing cheesydoom

[-] AnarchoBolshevik@lemmygrad.ml 3 points 4 weeks ago* (last edited 4 weeks ago)

See, when I complained on Nightdive’s Discord server about map glitches that have not been rectified in twenty‐nine years, the excuse that somebody gave to me was that fixing those glitches would result in compatibility issues with other source ports (which would be especially noticeable if attempting multiplayer).

Here is what I wrote:

Is there something in the contract stating that the current designers aren’t allowed to fix old bugs that nobody—and I mean nobody—enjoys?

I mean, the wall running and the silent BFG trick, yeah, but… inaccessible secrets?

Here is the response that two official developers gave me:

So a chunk of the developers for this port are people who have been programming and modding Doom for 20+ years. As such, we tend to err on the side of caution on fixing specific behaviours because we know the knock on effects of trying to fix them, Technical debt is a problem we are trying to avoid, essentially.

If we change something, we have to maintain that change and all systems it affects.

and mod support is on the table, so anything we change has the potential to break 70000 mods[.] unfortunately Doom seems very much built on a table made out of very thin wafers

I replied that while I did not know if that was a sacrifice worth making, I could at least understand why they were making it. Somebody replied,

if it wasnt worth it, doom purists would just be playing (g)zdoom

[-] GrainEater@lemmygrad.ml 4 points 4 weeks ago* (last edited 4 weeks ago)

Yeah, the original Doom engine has a lot of quirks (some unintentional, others necessary to be usable on PCs at the time) inherited by most source ports for compatibility reasons. Doom WADs are usually designed for a specific compatibility level and may rely on some of these quirks to be present. ZDoom and its derivatives often ignore them and are far more advanced than most other source ports, at the expense of severe performance issues on certain maps

[-] trashxeos@lemmygrad.ml 7 points 4 weeks ago

Only on consoles, it still works on PC.

this post was submitted on 11 Sep 2024
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